galileo31dos01 Posted October 21, 2019 My aim is to use textures from d1gfxd2 (doom 1) and final doom resources in a map, each pack obtained from realm667. So that you don't think I'm lazier than I already am, I did my research and figured how to do it the "simple" way as the SLADE3 tutorial page explains. However, that only applies to textures made of single patches (right?), and so many of the final doom textures are made of different textures assembled together. I know a TEXTURE1 lump is required, PNAMES too, d1gfxd2 already comes with one which I copy/pasted into my wad, the plutonia and tnt ones have TEXTURES and ANIMDEFS lumps in their respective wads, which I read are ZDoom specific. Before doing this, in a previous attempt I did what SLADE3 and made a texture1 of all the graphic lumps (including doom 2 as the base resource), but that missed some of the composed textures we know are in the iwads. The thing is, assuming that I made myself pretty clear above, what would be the least tedious method to add these composite textures (as the slade3 tutorial calls them) to my wad? Do I have to create them myself manually?. Looked up here and there but didn't find a clear step-by-step tutorial for vanilla, and before my anxious spirit puts me in a worse state, figured I'd ask here. If there's no straightforward way, whatever is required is still much appreciated! 0 Quote Share this post Link to post
Kappes Buur Posted October 21, 2019 (edited) 2 hours ago, galileo31dos01 said: ...., the plutonia and tnt ones have TEXTURES and ANIMDEFS lumps in their respective wads, .... That is news to me. The original PLUTONIA.WAD and TNT.WAD contain TEXTURE1 and PNAMES lumps only. Ckeck the hash code of the IWADs on your computer. Edited October 21, 2019 by Kappes Buur 0 Quote Share this post Link to post
NiGHTMARE Posted October 21, 2019 (edited) The OP is talking about texture packs from Realm 667, rather than the IWADS. Normally you should just be able to open the TEXTURE1 entries for both .wads simultaneously and copy and paste from one to the other - pretty sure this works regardless of the number of patches. I've never tried copying from TEXTURES to TEXTURE1, though. Edited October 21, 2019 by NiGHTMARE 0 Quote Share this post Link to post
Gez Posted October 21, 2019 Yeah, the method should be that you open all your texture lumps in separate texture editor tabs and then copy-paste the texture list from one to the other from within the texture editor interfaces. This will automatically update the patch list (PNAMES) as required. 0 Quote Share this post Link to post
galileo31dos01 Posted October 21, 2019 Thanks for your responses, it turns out you can edit TEXTURES by double-clicking on it and it'll open like a texture1 lump minus the patches list (sure, nothing new for you, but it opened my noob eyes), and then doing what Gez said. What's left is to define an animated lump for all the tnt and plutonia textures, Crispy supports it so that should be easy peasy. 0 Quote Share this post Link to post
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